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Linux Cubed Series 8: LINUX Games
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Linux Cubed Series 8 - LINUX Games.iso
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doom
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ldhe-src.0
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ldhe-src
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dehacked
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source
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constance.h
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1995-04-14
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2KB
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83 lines
// Number of versions supported, number of separate editing screen,
// and number of data read in.
#define NUMVERS 7
#define NUMSCREENS 7
#define NUMDATA 7
// Array indexing stuff
#define THING 0
#define SOUND 1
#define FRAME 2
#define SPRITE 3
#define AMMO 4
#define WEAPON 5
#define TXT 6
// Number of fields for some types
#define THING_FIELDS 23
#define FRAME_FIELDS 7
#define SOUND_FIELDS 9
#define WEAPON_FIELDS 6
// Labelled indices of Thing array info. The fields appear in exactly
// the order that they appear in the .exe, so they can be loaded
// very easily.
// Frame # fields end in 'frame', and Sound # fields end in 'sound'.
// (Go figure!)
#define IDNUM 0
#define NORMALFRAME 1
#define HP 2
#define MOVEFRAME 3
#define ALERTSOUND 4
#define REACTIONTIME 5
#define ATTACKSOUND 6
#define INJUREFRAME 7
#define PAINCHANCE 8
#define PAINSOUND 9
#define CLOSEATTACKFRAME 10
#define FARATTACKFRAME 11
#define DEATHFRAME 12
#define EXPLDEATHFRAME 13
#define DEATHSOUND 14
#define SPEED 15
#define CWIDTH 16
#define CHEIGHT 17
#define MASS 18
#define MISSILEDAMAGE 19
#define ACTSOUND 20
#define BITS 21
#define RESPAWNFRAME 22
// Labelled defines for Frame arrays
#define SPRITENUM 0
#define SPRITESUB 1
#define DURATION 2
#define ACTIONPTR 3
#define NEXTFRAME 4
#define FZERO1 5
#define FZERO2 6
// Constants for fields of Sound info.
#define TEXTP 0
#define ZERO_ONE 1
#define VALUE 2
#define SZERO1 3
#define NEGONE1 4
#define NEGONE2 5
#define SZERO2 6
#define SZERO3 7
#define SZERO4 8
// Fields for Weapon info.
#define AMMOTYPE 0
#define BOB1FRAME 1
#define BOB2FRAME 2
#define BOB3FRAME 3
#define SHOOTFRAME 4
#define FIREFRAME 5